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Log for #openttd on 15th April 2016:
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08:43:08  <Samu> hi
08:56:41  <Samu> I finally figured out why _do_autosave is false, it's the function GameLoop() in openttd.cpp
08:57:04  <Samu> it is setting _do_autosave from true to false too early
09:00:07  <Samu> it only keeps _do_autosave = true as long as DoSave isn't threaded = true
09:02:48  <Samu> if threaded = true in DoSave, only the memcopy part of the autosave will return _do_autosave = true, the encoding part of the autosave returns _do_autosave = false :(
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09:41:46  <Wolf01> moin
09:55:48  <Samu> i need halp, i can't use the _do_autosave bool to detect if the writting to file thread is for the autosave or for another kind of save
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09:56:50  <Wolf01> yes, bool only transport one information: true or false
09:59:24  <Samu> gameloop is receiving the wrong information about _do_autosave, DoSave is retuning an SL_OK all the way back to GameLoop which then makes _do_autosave = false
10:01:41  <Samu> this SL_OK is sent back because of the new thread that is started to write the file, some asynchronous thread if I understand this code
10:02:05  <Samu> it sends the SL_OK too early imo
10:02:11  <Samu> it's still writting to the file
10:02:20  <Samu> what can I do about this?
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10:09:14  <Samu> in short, I was counting on _do_autosave bool to know if the current save in progress was started by the autosave
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10:23:02  <Samu> maybe I need to find a workaround
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10:30:23  <Samu> 		if (!_do_autosave) ShowErrorMessage(STR_ERROR_SAVE_STILL_IN_PROGRESS, INVALID_STRING_ID, WL_ERROR);
10:30:33  <Samu> this line of code is useless
10:33:15  <Samu> it would work as expected if the current save in progress was not caused by the autosave
10:45:23  <Samu> nevermind, time to think about a workaround
10:46:39  <Samu> that line of code works fine afterall, but it's very misleading
10:47:00  <Samu> the code is already accounting with these misleadings
10:47:06  <Samu> :(
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11:41:57  <Wolf01> V453000, is there a valid reason for the signals icons to show 2 lights in the inventory and 3 lights when placed, while the combo signal in the inventory shows 3 lights but just one when placed?
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12:20:07  <Samu> I think I solved this problem!
12:20:10  <Samu> omg :9
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12:23:13  <Samu> when a client joins, the server is always sending the strong compressed map to client. if the server needs to autosave while it is still sending the map, it doesn't perform the autosave
12:23:28  <Samu> and the opposite
12:25:15  <Samu> when a client joins, but the server is currently performing an autosave, wait for it to save (by stalling openttd), and once its saved, start sending map to client immediately after
12:25:28  <Samu> what I have to deal with is the stalling
12:25:50  <Samu> and it's here that i set the autosave to use the fastest compression method possible
12:26:00  <Samu> to minimize the stall duration
12:27:12  <Samu> the client will receive a strong compressed map
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12:41:12  <Samu> there's probably a better solution to avoid the stall alltogether, but my coding skills won't allow it
12:41:41  <Samu> it would be sending a wait command to the client attempting to join
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13:12:52  <Samu> 					/* Who removed LZO support? Bad bad boy! */
13:12:56  <Samu> keks
13:21:27  <Samu> https://paste.openttdcoop.org/p65qyonpa
13:21:49  <Samu> need some help at lines 27,28,29
13:33:45  <argoneus> what do you guys think about memes
13:37:02  <Samu> meh
13:37:31  <Samu> who's a c++ expert?
13:38:41  <Samu> need help on improving the code I wrote on lines 27, 28, 29
13:39:01  <Samu> what I have written there will work, but it's noob coding :(
13:54:40  <supermop> yo
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14:21:35  <Samu> here's the patch, help me with improvements in the code plz http://www.tt-forums.net/viewtopic.php?f=33&t=74731
14:21:58  <supermop> i don't anything about programming
14:22:46  <Samu> :O
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14:39:25  <Samu> hi alb
14:39:38  <Samu> want to test my patch?
14:42:38  <Alberth> not really
14:42:43  <Samu> :(
14:44:18  <Alberth> I only play SP, and have maps of around 512x512
14:45:56  <Wolf01> so big? I play 64x128 usually
14:46:19  <supermop> pssh 16*8 is all i i need
14:47:47  <Alberth> :)
14:48:29  <Alberth> longer tracks make that sharing tracks is more natural
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15:03:33  <supermop> need to figure out fake capacities for trains now
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15:17:28  <supermop_> hello again
15:19:05  <Alberth> o/
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15:23:53  <Rubidium> Samu: what are you trying to accomplish? Slightly faster saves?
15:24:45  <Rubidium> rather work on checking whether multiple saves can happen simultaniously than adding magic constants that only break future changes
15:24:47  <Samu> autosaves yes
15:25:40  <Samu> what's a magic constant?
15:25:51  <Rubidium> 3
15:25:53  <Samu> the sgf_id?
15:26:19  <Alberth> any literal value that has no name and explanation is magic
15:26:24  <Samu> i needed help there, i don't know how to improve that part
15:26:37  <Samu> want it to retrive zlib format
15:26:48  <Rubidium> https://en.wikipedia.org/wiki/Magic_number_%28programming%29
15:29:28  <Alberth> ha, nice :)
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15:33:06  <Samu> i know my code isn't perfect :(
15:33:20  <Samu> i'm editing a video about this patch, brb
15:34:03  * Rubidium feels like being back 20-ish years
15:34:18  <Rubidium> internet so slow...
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15:41:04  * Rubidium also wonders why he gets notified that the planned arrival time of a flight is 1 minute earlier; on 8 hours, that's pointless information because the weather will have a more significant impact on arrival time than this
15:42:20  <Alberth> they want to make a good impression :)
15:42:35  <Alberth> or the person doing the announcement was bored :p
15:43:06  <Rubidium> it's probably automated
15:43:32  <Alberth> you could ask about the significance of that announcement at some help desk :p
15:43:45  <Rubidium> TMWFTLB
15:43:52  <Alberth> :)
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15:44:21  <Rubidium> it's automated and adding code to prevent sending mails when arriving 1 minute earlier it probably also TMWFTLB for them
15:44:44  <Rubidium> because I can't think of someone making the whole mail for just 1 minute
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15:45:11  <Rubidium> if it were that I had to be an hour earlier on the airport, then I could imagine it being useful
15:45:16  <Samu> video, old behaviour and my patch behaviour  > https://onedrive.live.com/redir?resid=23B29F3DE45F6F1F!1266&authkey=!AJMEWu0YEm5sFo0&ithint=file%2cmp4
15:45:23  <Samu> hope video loads
15:45:31  * Rubidium won't even try
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16:01:50  <Eddi|zuHause> your 20-years-ago internet speed is probably my 5-years-ago internet speed :p
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16:04:38  <Rubidium> it's about 64 kbps (or 8 kBps)
16:07:20  <Eddi|zuHause> ok, that makes it 10 years ago :p
16:08:14  <Rubidium> 10-14 years ago I had the fastest internet
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16:08:59  <Alberth> :)
16:09:14  <Rubidium> what I would have at home is merely 30% (down) or 3% (up) of what I had back then
16:09:39  <Rubidium> but then, what's a fast internet connection when the other side is slow
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16:31:52  <Samu> 16:24] <@Rubidium> rather work on checking whether multiple saves can happen simultaniously
16:32:03  <Samu> it cannot
16:32:12  <Rubidium> in any case, being in a place where things are worse than where you normally live makes me appreciate what I have more. So in the end having some bad/slow internet makes me happier about the internet I have at home
16:33:09  <Samu> i tried to let openttd do the autosave and sending map to client at the same time, but... either part gets corrupted
16:33:46  <Samu> there can only be 1 DoSave running at a time
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16:37:49  <Samu> maybe it's possible, but my coding skills suck, can't see an easy way about that
16:39:45  <Rubidium> so work on unsucking your codin skills
16:40:47  <Samu> :)
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17:04:02  <Samu> ok i need to think of a model to deal with these saves
17:05:34  <Samu> a structure, or whatever
17:05:39  <Samu> dont know the name
17:06:00  <Samu> something like a queue for savegames
17:06:48  <Samu> similar in nature to what happens with multiple clients trying to join, clients wait in queue
17:12:09  <Samu> SaveWithFilter function
17:12:20  <Samu> SaveOrLoad function
17:13:50  <Samu> SaveFileToDiskThread function too
17:14:14  <Samu> name is misleading
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17:14:42  <Samu> SafeFileToWhateverFilterYouHaveChosenThread
17:16:09  <Samu> SaveMemoryDumpToWhateverFilterYouHaveChosenThread
17:23:07  <Eddi|zuHause> my internet was upgraded from 16/1 to 50/10 recently
17:24:57  <Wolf01> my internet was upgraded to 4/0.5 5 years ago, it was 2/0.5, no chances to upgrade anymore
17:25:12  <supermop_> my internet was upgraded from "australian" to fiber optic recently
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17:31:59  <Eddi|zuHause> fibre is virtually unknown in germany
17:32:15  <Wolf01> here too
17:32:44  <Eddi|zuHause> (ftth that is, the backbones do use fibre)
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17:36:27  <peter1138> many providers are calling fttc "fibre"
17:36:31  <peter1138> lying scum
17:36:39  <Wolf01> I live in a rural area and the best option is the wimax, but a friend had lots of problems with that (from trees in the line of sight to signal loss in too sunny or rainy days), so I'll keep the standard adsl
17:37:13  <peter1138> fttp is ... not readily available, and expensive
17:37:41  <glx> we have one calling cable "fibre" here
17:37:56  <glx> other use "fibre" only for ftth
17:38:22  <peter1138> virgin media call their coax cable fibre
17:38:45  <glx> it's numericable/sfr here
17:38:45  <peter1138> pretty much all the vdsl fttc providers call that fibre broadband too
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17:42:18  <Wolf01> quak
17:42:52  <frosch123> hola
17:45:08  <Alberth> quak
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18:48:00  <Wolf01> ha! I found I have a bundle of hidden objects games and I totally forgot about it
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19:04:28  <Eddi|zuHause> i suppose my current connection is FTTC, but i don't really know
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19:21:10  <supermop_> yo andythenorth
19:21:14  <andythenorth> o/
19:21:41  <supermop_> more train sets running about?
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19:38:36  <supermop_> ive got names and capacities now
19:38:56  <supermop_> not sure if the numbers make sense though
19:39:08  <supermop_> so might just start drawing more sprites
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19:46:14  <andythenorth> supermop_: got wagons? o_O
19:46:28  <supermop_> nope
19:46:43  <supermop_> not drawn at least
19:47:10  <supermop_> are there big differences in the wagon properties between rosters?
19:48:36  <supermop_> i guess if i were to have, say, only 6/8 wagons id need capacity lower
19:50:21  <andythenorth> the capacity is driven more by narrow gauge / standard gauge
19:50:28  <supermop_> yeah
19:50:33  <andythenorth> narrow gauge is cheaper, but lower capacity per tile
19:50:39  <andythenorth> so longer trains for the same cargo
19:50:41  <supermop_> i want freight capacity lower than pony roster
19:50:56  <supermop_> was thinking 70% or so?
19:50:58  <andythenorth> have a look at antelope
19:51:02  <andythenorth> it’s probably the same
19:51:22  <supermop_> japan is 1067mm but loading gauge not that much smaller than UK
19:51:30  <andythenorth> same as cape gauge in africa
19:52:02  <supermop_> but you do see only 20' containers on flatbeds there, no 40'
19:52:09  <andythenorth> there are gameplay upper and lower limits to capacity
19:52:28  <andythenorth> lower is ~20t, upper ~100t
19:52:46  <andythenorth> and there needs to be progression on 2 or 3 generations
19:59:14  <supermop_> i think the 12t wagons of pony NG wont cut it, even for 1880s
19:59:43  <supermop_> unless add old sub-meter stuff
20:01:15  <supermop_> so much rivet counting to do to read up on old wagon types
20:01:26  <supermop_> can i just invent 3 fake generations?
20:02:31  <andythenorth> https://www.youtube.com/watch?v=cHWjelxe_MU
20:02:39  <andythenorth> supermop_: just invent wagons
20:03:34  <supermop_> crazy pantograph sparks in that vid
20:08:29  <supermop_> can i just leave work at 4:10 for 3 beers?
20:09:41  *** sim-al2 [~sim-al2@dns25-178.cbu.edu] has quit [Ping timeout: 480 seconds]
20:10:18  <supermop_> beer sounds better than researching wagons
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20:12:32  <andythenorth> supermop_: if it’s 04:10, definitely
20:12:44  <supermop_> haha
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20:18:08  <supermop_> nothing in IH has a car carrier yet?
20:20:51  <supermop_> no idea who the english version of the JR Freight website is supposed to be targeted towards
20:22:01  <supermop_> anyone who doesn't understand the concepts presented in these infographics already is in no position to be placing an order for moving freight around anyway
20:22:02  <supermop_> http://www.jrfreight.co.jp/english/business/logistics.html
20:22:20  <supermop_> let alone from one part of Japan to another
20:22:48  <supermop_> i guess investors?
20:33:31  <andythenorth> there is a car carrier in Brit Pony
20:35:19  <supermop_> ah have yet to play a "vehicles" game with pony
20:35:30  <supermop_> i'll be taking that then
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21:32:27  <Samu> i'm duplicating the whole _save_thread related code
21:32:35  <Samu> i bet this is the wrong approach
21:33:12  <Samu> there will be 2 save threads
21:33:22  <Samu> 1 for autosaves, 1 for the other saves
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23:36:13  <Samu> I have nearly duplicated the save thread functions
23:37:01  <Samu> needs more testing though
23:39:06  <Samu> ok, the idea i have is: the first save thread will handle manual saving and sending maps to clients
23:39:18  <Samu> the second thread is exclusively for autosaves
23:42:20  <Samu> perhaps it should be arranged differently
23:42:25  <Samu> have to thing better
23:42:28  <Samu> think*
23:43:24  <Samu> an exclusive thread of sending map to client while the other is for autosave and manual save

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